using System;
using System.Collections;
using Server;
using Server.Items;

namespace Server.Mobiles
{
	public class FortuneTeller : BaseHealer
	{
		public override bool CanTeach { get { return true; } }

		public override bool CheckTeach(SkillName skill, Mobile from)
		{
			if (!base.CheckTeach(skill, from))
				return false;

			return (skill == SkillName.Anatomy);
				//|| (skill == SkillName.Healing)
				//|| (skill == SkillName.Forensics)
				//|| (skill == SkillName.SpiritSpeak);
		}

		[Constructable]
		public FortuneTeller()
		{
			Title = "the fortune teller";

			SetSkill(SkillName.Anatomy, 85.0, 100.0);
			//SetSkill(SkillName.Healing, 90.0, 100.0 );
			//SetSkill(SkillName.Forensics, 75.0, 98.0);
			//SetSkill(SkillName.SpiritSpeak, 65.0, 88.0);
		}

		public override bool IsActiveVendor { get { return true; } }
		public override bool IsInvulnerable { get { return true; } }

		public override void InitSBInfo()
		{
			//SBInfos.Add(new SBMage());
			//SBInfos.Add(new SBFortuneTeller());
		}

		public override int GetRobeColor()
		{
			return RandomBrightHue();
		}

		public override void InitOutfit()
		{
			base.InitOutfit();

			switch (Utility.Random(3))
			{
				case 0:
					AddItem(new SkullCap(RandomBrightHue()));
					break;
				case 1:
					AddItem(new WizardsHat(RandomBrightHue()));
					break;
				case 2:
					AddItem(new Bandana(RandomBrightHue()));
					break;
			}

			AddItem(new Spellbook());
		}

		public FortuneTeller(Serial serial)
			: base(serial)
		{
		}

		public override void Serialize(GenericWriter writer)
		{
			base.Serialize(writer);

			writer.Write((int)0); // version
		}

		public override void Deserialize(GenericReader reader)
		{
			base.Deserialize(reader);

			int version = reader.ReadInt();
		}
	}
}